Elemental Shaman Talents Guide

Patch 12.0.1 Last Updated: 13th Feb, 2026
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Raime

Talent Builds

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Class Talents

The Class talent tree has received a small rework that mostly makes it easier to traverse in order to pick up more utility without losing throughput or defensives.

Defensive Talents

Astral Shift - Our staple defensive spell that can be further improved with either Planes Traveler or Astral Bulwark. Planes Traveler is the default choice since most of the time 40% damage reduction is enough to survive most things.

Earth Elemental - When modified by Primordial Bond increases maximum health by 15% for 30 seconds. This does however mean that it no longer taunts and doesn’t help with distracting mobs if a tank dies in Mythic+.

Earth Shield - Improved by both Elemental Orbit and Therazane’s resilience is a must-have combination that provides an Earth Shield to both you and another player without ever losing charges.

Brimming With Life, Elemental Warding & Nature’s Guardian - Passive increases to survivability that should always be taken.

Throughput Talents

Spiritwalker’s Grace - The most important talent for damage in the class tree. Casting while moving is a massive benefit and having Evokers in your raid that can provide Time Spiral for extra casts is a game changer. Should always be improved with Graceful Spirit.

Gust of Wind - Burst movement is always handy and can save you in a pinch, this is the default choice.

Spirit Walk - The alternative to Gust of Wind is less universally useful but has the ability to remove all movement impairing effects that can help negate certain mechanics that slows or roots.

Enhanced Imbues - Makes your Improved Flametongue Weapon provide more Fire damage and Thunderstrike Ward to deal more damage.

Nature’s Swiftness - Grants an instant cast once a minute. Vary minor gain but mandatory when playing as Farseer thanks to Ancestral Swiftness.

Fire and Ice, Spiritual Awakening & Nature’s Fury - Self explanatory damage increases.

Instinctive Imbuements - A passive 3% intellect increase that also makes you only have to press a single button to refresh shields and imbues.

Utility Talents

It’s not possible to allocate all of these talents at the same time, pick and choose depending on what’s needed for the encounter or dungeon.

Wind Shear - The most universally useful and powerful interrupt in the game.

Capacitor Totem - Great AoE stun that can be improved with Static Charge to cast it more often.

Earthgrab Totem - An AoE root with a fairly short duration is rather niche.

Tremor Totem - Even more niche and rarely sees use.

Purge - Lets you remove any nasty buff the enemies apply to themselves, this ability is usually either entirely useless or incredibly powerful.

Cleanse Spirit - In a similar vein this is often useless but being able to remove curses is a great tool to have since it’s not that many classes that can do so.

Wind Rush Totem - Movement speed for the entire raid is always good to have, Jet Stream brings it closer to the power of Druid’s Stampeding Roar and can have it remove snares.

Poison Cleansing Totem - The rate at which this dispels debuffs is unparalleled and should always be taken when there’s any poison debuffs.

Spec Talents

Elemental Blast - Now a choice talent with Earth Shock at the very top of the tree. It still provides the buffs to Crit, Haste and Mastery.

Stormkeeper - An iconic Elemental ability that interacts very well with Ascendance, especially in AoE where the majority of its power comes from the overloads.

Herald Of The Storms - Reduces the cooldown of Stormkeeper which results in more ancestors for Farseer.

Ascendance - Elemental's big cooldown has finally seen a rework that removes the boring gameplay of only spamming Lava Burst for the entire duration. Now it instead provides 75% increased overload damage as well as making spells that overload do so an additional time.

First Ascendant & Preeminence - A choice of how to improve Ascendance that either makes it stronger or have shorter cooldown. This choice is far more competitive now that Deeply Rooted Elements have been removed.

Mountains Will Fall - Enables Earth Shock, Elemental Blast and Earthquake to overload with a bigger damage penalty than regular overloads.

Power Of The Maelstrom - Lava Burst gains a chance to grant this buff that makes the next Lightning Bolt of Chain Lightning Overload an additional time.

Fusion Of Elements - Consuming the Power Of The Maelstrom buff triggers an Elemental Blast that only deals 40% of the damage but still grants the full effect of the buffs it provides.

Master Of The Elements - A choice node with a generic Lava Burst damage increase which reduces the chance of this talent seeing play if Lava Burst remains a large portion of total damage.

Voltaic Blaze - Turns Flame Shock into an AoE ability with a longer cooldown that hits up to five additional targets around the primary one.

Purging Flames - Makes Voltaic Blaze also give a buff that behaves like old Primordial Wave, making the next Lava Burst also strike all other targets with Flame Shock.

Primal Elementalist - A talent that makes your elementals into actual pets that you have control over. An 80% damage increase might sound like a lot but they are incredibly weak by themselves and makes this a rather underwhelming talent.

Hero Talents

Farseer

Call of the Ancestors - Stormkeeper and Ancestral Swiftness spawns a ghost that casts Lava Burst or Chain Lightning depending on what you cast while it exists.

Routine Communication - 8% chance to get an ancestor from Lava Burst, Lightning Bolt, Chain Lightning, Flame Shock or Voltaic Blaze.

Heed My Call - 4 second increase means they last 50% longer and will cast far more Lava Bursts before expiring.

Final Calling - Makes the Ancestor cast an Elemental Blast when they expire.

Ancient Fellowship - Thanks to Final Calling and Offering from Beyond this should on average be better than Latent Wisdom but will have bigger variance.

Offering From Beyond - More cooldown reduction for Stormkeeper for every ancestor spawned.

Ancestral Swiftness - Should be used on cooldown to get as many Ancestors as possible.

Stormbringer

Tempest - Spending maelstrom has a chance to supercharge the next Lightning Bolt making it deal much more damage and have an AoE component.

Arc Discharge - Stormkeeper has four charges rather than three.

Rolling Thunder - Stormkeeper cooldown reduction, paired with Herald of the Storm makes it only have a 30 second cooldown.

Conductive Energy - Makes Tempest not only apply Lightning Rod but also have 10% of its damage dealt to all targets also be dealt to targets with Lightning Rod.